44.7CVJun 3
4D Reconstruction from Sparse Dynamic CamerasKazuki Ozeki, Shun Kenney, Yuto Shibata et al.
Although dynamic 3D (i.e., 4D) reconstruction from a monocular dynamic camera has recently advanced, it remains fundamentally limited by depth ambiguity. In this paper, we focus on an alternative practical way, i.e., sparse dynamic camera setup, where a handful of independently moving cameras capture the same subjects. While keeping capture costs low, this setup introduces multi-view constraints and remains practical for real-world video production such as sports, concerts, and TV shows. Despite its potential, our experiments show that naive extensions of existing monocular or dense-fixed camera-based methods are insufficient since they fail to resolve the complex spatiotemporal inconsistencies across views and time. To fill this gap, we propose a simple yet effective 3D track initialization method designed to ensure spatiotemporal consistency by integrating inter-camera feature matching with intra-camera point tracking. Additionally, we incorporate a noise-robust depth-ordering regularization loss and a spatiotemporally diverse batch sampling strategy to enhance optimization stability and cross-view generalization. Furthermore, to address the lack of standardized benchmarks for this task, we introduce LetCamsGo, a new real-world video dataset with 5 sequences across 4 diverse environments, recorded by three independently moving cameras and one fixed camera. Comprehensive benchmarking on LetCamsGo demonstrated that our proposed framework improves 4D reconstruction quality in dynamic regions compared with baselines, paving the way for a low-cost 4D reconstruction paradigm in the wild.
50.7CVMar 11
Learning to Assist: Physics-Grounded Human-Human Control via Multi-Agent Reinforcement LearningYuto Shibata, Kashu Yamazaki, Lalit Jayanti et al. · cmu
Humanoid robotics has strong potential to transform daily service and caregiving applications. Although recent advances in general motion tracking within physics engines (GMT) have enabled virtual characters and humanoid robots to reproduce a broad range of human motions, these behaviors are primarily limited to contact-less social interactions or isolated movements. Assistive scenarios, by contrast, require continuous awareness of a human partner and rapid adaptation to their evolving posture and dynamics. In this paper, we formulate the imitation of closely interacting, force-exchanging human-human motion sequences as a multi-agent reinforcement learning problem. We jointly train partner-aware policies for both the supporter (assistant) agent and the recipient agent in a physics simulator to track assistive motion references. To make this problem tractable, we introduce a partner policies initialization scheme that transfers priors from single-human motion-tracking controllers, greatly improving exploration. We further propose dynamic reference retargeting and contact-promoting reward, which adapt the assistant's reference motion to the recipient's real-time pose and encourage physically meaningful support. We show that AssistMimic is the first method capable of successfully tracking assistive interaction motions on established benchmarks, demonstrating the benefits of a multi-agent RL formulation for physically grounded and socially aware humanoid control.
32.9SDApr 12
Sign-to-Speech Prosody Transfer via Sign Reconstruction-based GANToranosuke Manabe, Yuto Shibata, Shinnosuke Takamichi et al.
Deep learning models have improved sign language-to-text translation and made it easier for non-signers to understand signed messages. When the goal is spoken communication, a naive approach is to convert signed messages into text and then synthesize speech via Text-to-Speech (TTS). However, this two-stage pipeline inevitably treat text as a bottleneck representation, causing the loss of rich non-verbal information originally conveyed in the signing. To address this limitation, we propose a novel task, \emph{Sign-to-Speech Prosody Transfer}, which aims to capture the global prosodic nuances expressed in sign language and directly integrate them into synthesized speech. A major challenge is that aligning sign and speech requires expert knowledge, making annotation extremely costly and preventing the construction of large parallel corpora. To overcome this, we introduce \emph{SignRecGAN}, a scalable training framework that leverages unimodal datasets without cross-modal annotations through adversarial learning and reconstruction losses. Furthermore, we propose \emph{S2PFormer}, a new model architecture that preserves the expressive power of existing TTS models while enabling the injection of sign-derived prosody into the synthesized speech. Extensive experiments demonstrate that the proposed method can synthesize speech that faithfully reflects the emotional content of sign language, thereby opening new possibilities for more natural sign language communication. Our code will be available upon acceptance.
SDNov 8, 2024
Acoustic-based 3D Human Pose Estimation Robust to Human PositionYusuke Oumi, Yuto Shibata, Go Irie et al.
This paper explores the problem of 3D human pose estimation from only low-level acoustic signals. The existing active acoustic sensing-based approach for 3D human pose estimation implicitly assumes that the target user is positioned along a line between loudspeakers and a microphone. Because reflection and diffraction of sound by the human body cause subtle acoustic signal changes compared to sound obstruction, the existing model degrades its accuracy significantly when subjects deviate from this line, limiting its practicality in real-world scenarios. To overcome this limitation, we propose a novel method composed of a position discriminator and reverberation-resistant model. The former predicts the standing positions of subjects and applies adversarial learning to extract subject position-invariant features. The latter utilizes acoustic signals before the estimation target time as references to enhance robustness against the variations in sound arrival times due to diffraction and reflection. We construct an acoustic pose estimation dataset that covers diverse human locations and demonstrate through experiments that our proposed method outperforms existing approaches.
SDApr 6, 2025
Formula-Supervised Sound Event Detection: Pre-Training Without Real DataYuto Shibata, Keitaro Tanaka, Yoshiaki Bando et al.
In this paper, we propose a novel formula-driven supervised learning (FDSL) framework for pre-training an environmental sound analysis model by leveraging acoustic signals parametrically synthesized through formula-driven methods. Specifically, we outline detailed procedures and evaluate their effectiveness for sound event detection (SED). The SED task, which involves estimating the types and timings of sound events, is particularly challenged by the difficulty of acquiring a sufficient quantity of accurately labeled training data. Moreover, it is well known that manually annotated labels often contain noises and are significantly influenced by the subjective judgment of annotators. To address these challenges, we propose a novel pre-training method that utilizes a synthetic dataset, Formula-SED, where acoustic data are generated solely based on mathematical formulas. The proposed method enables large-scale pre-training by using the synthesis parameters applied at each time step as ground truth labels, thereby eliminating label noise and bias. We demonstrate that large-scale pre-training with Formula-SED significantly enhances model accuracy and accelerates training, as evidenced by our results in the DESED dataset used for DCASE2023 Challenge Task 4. The project page is at https://yutoshibata07.github.io/Formula-SED/
CVMar 1, 2025
BGM2Pose: Active 3D Human Pose Estimation with Non-Stationary SoundsYuto Shibata, Yusuke Oumi, Go Irie et al.
We propose BGM2Pose, a non-invasive 3D human pose estimation method using arbitrary music (e.g., background music) as active sensing signals. Unlike existing approaches that significantly limit practicality by employing intrusive chirp signals within the audible range, our method utilizes natural music that causes minimal discomfort to humans. Estimating human poses from standard music presents significant challenges. In contrast to sound sources specifically designed for measurement, regular music varies in both volume and pitch. These dynamic changes in signals caused by music are inevitably mixed with alterations in the sound field resulting from human motion, making it hard to extract reliable cues for pose estimation. To address these challenges, BGM2Pose introduces a Contrastive Pose Extraction Module that employs contrastive learning and hard negative sampling to eliminate musical components from the recorded data, isolating the pose information. Additionally, we propose a Frequency-wise Attention Module that enables the model to focus on subtle acoustic variations attributable to human movement by dynamically computing attention across frequency bands. Experiments suggest that our method outperforms the existing methods, demonstrating substantial potential for real-world applications. Our datasets and code will be made publicly available.
CVOct 26, 2024
Anatomical 3D Style Transfer Enabling Efficient Federated Learning with Extremely Low Communication CostsYuto Shibata, Yasunori Kudo, Yohei Sugawara
In this study, we propose a novel federated learning (FL) approach that utilizes 3D style transfer for the multi-organ segmentation task. The multi-organ dataset, obtained by integrating multiple datasets, has high scalability and can improve generalization performance as the data volume increases. However, the heterogeneity of data owing to different clients with diverse imaging conditions and target organs can lead to severe overfitting of local models. To align models that overfit to different local datasets, existing methods require frequent communication with the central server, resulting in higher communication costs and risk of privacy leakage. To achieve an efficient and safe FL, we propose an Anatomical 3D Frequency Domain Generalization (A3DFDG) method for FL. A3DFDG utilizes structural information of human organs and clusters the 3D styles based on the location of organs. By mixing styles based on these clusters, it preserves the anatomical information and leads models to learn intra-organ diversity, while aligning the optimization of each local model. Experiments indicate that our method can maintain its accuracy even in cases where the communication cost is highly limited (=1.25% of the original cost) while achieving a significant difference compared to baselines, with a higher global dice similarity coefficient score of 4.3%. Despite its simplicity and minimal computational overhead, these results demonstrate that our method has high practicality in real-world scenarios where low communication costs and a simple pipeline are required. The code used in this project will be publicly available.